Please more information about Editor!
Can we use custom assets (models, textures, sounds)?
Can we change gameplay (new crafting recipes, new items, custom spells)?
Example of scripting language (is it LUA based or NWN-like C++)?
Is it possible to mod original campaign (add new quests, locations etc.)?

Swen, good interview with Matt, its rare to see such an open honest and personal view of the game development world.
Well done, keep up the hard work.
Looking forward even more to playing DoS. I agree with you on the voice acting being a low priority, I think having every thing voiced takes so much resources away from a game as well as being too restrictive to the development process by limiting late changes.

Quest journal that doesn't hold your hand sounds great. I really miss the exploration and time it took in older RPGs to get things done--real investigation. A glowing beacon that says "go here" streamlines the experience at the cost of making each quest feel like your are doing someone's chores.

First time I saw D:DC almost 18 months ago, I thought it would be great to have it on my 360.
But now I have a new PC ready to rumble with D:OS and D:DC so I don't really care about consoles port anymore.
The long Wait is almost over (I hope).
By the way, I'm surprised there's only 1205 Dragon Commander tier gone right now. Are people waiting for D:DC add-on Wednesday to complete their higher tier ?

I liked the idea of a port for consoles, but not as a stretch goal. A post-launch port would do better. The console community are in need of some games like this one. And talking about stretch goals, i'm really fine with the ones already shown. IMHO, D:OS would be perfect just with the 650K, 800K and 1KK stretch goals. I can't think of anything more to make this game even better. Well, more playable races would be good too, but if the cost to implement it would be too high, i can live without it.

@ Archon
Perhaps they should consider console-ports after the PC release to extend sales and also to bring the game (and the fun it will offer) to the console users. I don't think additional stretch goals would be a good idea now. ;)

i don't think it was inspired by anything in particular, Larian games always had quite interesting quest system. Guess you can call it... evolution of in-studio vision on the quests based on experience so far?

I also liked the part in the video where Vincke said if u think too much about having 1 player in turn based combat and 1 person in real time exploration you start asking questions like, "Why are we here on this earth?" and "Why do we exist?" I laughed really hard about that and have been careful not to think too hard about that.

@Larian
"(9:30) Quests aren’t going to hand-hold you through them. There isn’t going to be a “Quest Completed!” pop-up. Instead, your journal will have little parts of information, like “we found a book by a dead guy that talks about lying statues”, later if you talk to a statue, you might find “we met a statue, It might be one of the lying statues from the book”, and if you deal with the statue somehow, it’ll just be a thing, and you may not even realize that it was a quest."
Which games inspired your decision on the quest system. I hope Inquisitor to some extend (which Swen also mentioned some time ago in his blog). It had one of the best quest/journal systems ever in RPGs. All quests/pieces of information were written like diary entries in the journal. And of course there were no quest markers and such things. You often had to listen carefully in the dialogues to get all the hints you need for completing a tastk and sometimes you had to guess a little bit anyway. :)